Matching is done by swapping spell box so that three spell blocks of
the same element/color form a horizontal/vertical line. Players are given six
turns to make matches as much as possible. If no matches are done, the turn
ends immediately.

When a spell block is matched, they will form shields which are always
directed towards the player. When that happens, the blast timer will display as
A. After the turn ends, the enemy gets the turn and the matches done by the
enemy is marked at the blast timer as D. After that, the shields collected by
the player will turn into attacks towards the enemy. After the damage
calculation is done, the remaining shields become attacks before the enemy
starts making matches. After both players have attacked, the shield collection
area will switch. After both players have attacked and defended on both axes,
the process is repeated but with the enemy starts attacking first. The normal
flow of the game is as follows:

Spell blocks always disappear after matched and replaced with new ones
randomly.

b. Elements

The spell blocks in the spell field can be any of the nineteen elements
of nineteen colors:

Color

Element

Star

Fire

Wood

Water

Ice

Wind

Poison

Earth

Sun

Light

Moon

Dark

Sound

Neutral

Steam

Metal

Crystal

Thunder

Cosmo

Dimension

Oracle

c. Match effects

Every element has their own match blast when attacking. The shields
also have their own effects:

Element

Attack effect

Shield effect

Fire

Minimum damage is set at 1

Damage -1

Water

Cover 1 block permanently

Restore 1 block to normal

Wind

Ignore all enemy’s shield effects

Ignore all enemy’s attack effects

Earth

Renders any shields collected/remaining turn into locked defense mode
until the next defense turn. The effect is cancelled if hitting an earth
shield.

Renders any shields remaining into attack, which shall be launched
immediately at the enemy with no attack effects. The effect is cancelled if
hit by an earth attack.

Light

HP +1 if own HP is less than enemy

Gain 2 force points

Dark

Prevent shield collection for attack until the relevant turn ends

Prevent shield collection for defense until the relevant turn ends

Neutral

Opponent’s shield defense is halved.

Bounce attacks to a maximum of half of the amount of shield strength
reduced. Damage still applies before the effect takes place.

Metal

Half of attack is split away at 90 degrees towards the enemy,
favoring areas with no shield defense. Effect only applies from the 9th
turn onwards. Effect is cancelled when attacking metal shields.

Half of attack is split away at 90 degrees towards the player,
favoring areas with shield defense. Effect only applies from the 9th
turn onwards. Effect is cancelled when defending metal attacks.

Thunder

Duplicate attacks to the player’s other shield field at quarter
strength randomly with no elemental effects, forming shields of random
element. Effect only applies from the 9th turn onwards.

Transfer remaining shield strength to adjacent shield field when hit.
If shield is broken, adjacent shield field gains shield of enemy’s attack element
with strength of half amount of attack getting through. Effect only applies
from the 9th turn onwards.

Star

Gain shield of the enemy’s element equal to half the difference
between player’s attack and enemy’s shield strength when the attack does not
break the shields.

Gain shield of enemy’s element equal to half the difference between
player’s shield strength and enemy’s attack when the attack breaks the
shields.

Wood

Gain force points when matched if there are no force points. Attack
use force points to break enemy’s shield at 1:1 rate when attacks cannot
break it.

Gain force points when matched if there are no force points. Defense
use force points to withstand enemy’s attack at 1:1 rate when defense cannot
withstand it.

Ice

A random shield turns into attack immediately before the enemy
attacks during the next defense turn.

Reduce enemy’s attack power by half.

Poison

Attacks that passed through barriers reduce enemy’s HP by 1
(non-stacking) for the next 3 turns. Otherwise, the barrier strengths are
reduced by 3.

A random enemy’s barrier has durability reduced 3. If there are no
barriers, the enemy’s HP is reduced by 1 (non-stacking) for 3 turns.

Shift the blocks aligned with matching block in the direction of
attack. Out of bounds blocks warp. Effect is cancelled if hitting moon
shields.

Shift the blocks aligned with shield in the opposite direction of
attack. Out of bounds blocks warp. Effect is cancelled when defending moon
attacks.

Sound

Creates a filter permanently. Filter turns enemy attacks into defense
pieces at half power. Player 1’s filters are dotted while player 2’s filters
are dashed.

Change one of enemy’s filters to that of player. If there are no
filters, a filter is placed at a block aligned with the strongest attack
randomly.

Steam

Rise a block. Rose blocks block any attack from getting through once.

Raise a random defense area at the player’s side after damage
calculation. Rose defense area is invincible for one enemy attack.

Crystal

Forms a mirror. Mirrors reflect attacks when hitting the surface.
Reflected attacks back to the player have the damage and effect applied to
the player.

Spins one mirror (90/number of dimension) degrees across blocks but
cannot spin out of bounds.

Cosmo

Creates a shifter. Shifters shift an attack to an adjacent area
randomly without changing its direction, merging with another attack with the
elemental effects overwritten if applicable. If merging takes place, the
cosmo attack is halved. If no merging takes place, the attack retains full
power.

Warped block is swapped randomly, favoring match forming swaps. Match
formed this way is always an attack with blocks’ values doubled and resets
the chain match order.

Oracle

Shield hit by attack has remaining shield strength halved (rounded
down) and reversed after the turn ends. If shield is destroyed, effect is
applied to the next shield formation. Effect is cancelled if hitting oracle
shields.

Steals the strongest shield to defend. If player’s shield is stolen,
both shields are destroyed. If enemy’s shield is stolen, player’s shield is
destroyed while enemy’s shield is restored at full power. If there are no
shields, shield strength is increased 25% (rounded down) before being
destroyed.

All decimals are rounded down.

Attack effects always trigger first and defense effect only triggers
just before the attacks hit the shields. However, wind and metal shield effects
trigger before the attack effects trigger.

All blast and shield effects apply together only to the ones aligned
with the attacks.

Locked shields are marked as lowercase letters.

Covered blocks are marked with blue line and do not contribute to shield
strength. Water blocks cannot be covered.

Reversed shields have the texts strikethrough, have negative values
during calculation and have strength reduced when joining other shields. Poison
shields cannot be reversed.

Shields have their elements replaced when joined, determined by the
element of the block farthest from the player.

Match effect that involves blocks affect blocks aligned with the shield.
If the effect cannot be triggered normally, they will trigger randomly at other
areas of the spell field.

Only one block effect can be applied to one block at any time. If any
effect causes multiple block effects appear on the same block, the effects are
reapplied until multiple block effects do not appear on the same block.

d. Calculations

Shield strength collected=number of spell blocks aligned with the shield

Before spells can be cast, players must pay 10 force, which shall be
signified by the force gauge turning orange. Then, a match must be done or no
spells will be cast. The matched blocks will not form shields. Only one spell
can be cast per battle, which then be triggered at the start of next turn. The
element of the match done determines what spell is cast:

Element

Spell

Effect

Fire

Inferno

Deal7 damage to
enemy

Water

Rain

Cover blocks equal to the number of elements available for
the remainder of the battle unless they are matched

Wind

Breeze

Enemy's attack and shield effects are disabled once

Earth

Earthquake

All player’s shields which survived enemy’s attacks are
launched immediately after damage calculation when defending. All enemy’s
shields are locked when attacking, which leads to the enemy unable to attack
for one turn.

Light

Luminate

Heal 7 points

Dark

Shockwave

The player attacks directly after the turn ends when
attacking with the enemy’s defense turn skipped. The enemy shields are
destroyed when defending and the turn order is unaffacted.

Neutral

Spike

Neutral effects are stacked upon player’s attacks or
defenses once.

Metal

Rotator

All player’s attacks are redirected to areas with less
shield when attack cannot penetrate through the enemy’s shields when
attacking. The reverse applies when defending. Both effects do not work on
metal and wind element attacks and defenses.

Thunder

Thunderstorm

All player’s attacks are duplicated to the other player
territory at quarter strength (rounded down) randomly to form shields when
attacking. All player’s remaining shields (in case of the shields are
destroyed, the strength difference between enemy’s attacks and player’s
shields) after enemy’s attack are transferred to shield field of other axis
when defending.

Star

Shine

When attacking, all attacks gain shield equal to difference
between player’s attack and enemy’s shield strength when the attack does
damage. When defending, all defenses gain shield equal to difference between
player’s shield strength and enemy’s attack when the attack does damage.

Wood

Supply

When attacking, all attacks consume force to break
enemy’s shields. When defending, all defenses consume force to withstand
enemy attacks. Force consumption applies after effects ended up to total of
20 points. If force point consumption exceeds 20, remaining force points are
not reduced.

Ice

Freeze

Ice effect is applied to all attacks or defenses once.

Poison

Poisoning

Poison effect is applied to all attacks or defenses
once.

Sun

Shine

Board reset without force penalties.

Moon

Blanket

All blocks move right 1 unit and up 1 unit. Matched
blocks are unaffected. Blocks warp through matched blocks and matched blocks.

Sound

Pulse

Convert 4 enemy filters to that of player’s. If there
are less filters, new filters are made.

Steam

Emission

Raise 4 random blocks and 2 random player’s defense
areas.

Crystal

Bling

Add 4 mirrors randomly

Cosmo

Phase

Add 4 shifters randomly

Dimension

Wormhole

Forms 4 warped blocks randomly

Oracle

Yin Yang

Oracle effects are applied to all attacks or defenses once.

In case of multiple matches, the first match done shall be used as the
element of the spell used.

g. Board resets

When there are no match is possible, all of the blocks in the spell
field will be replaced with new ones and both player’s force gauge are reset to
0.

h1. Bonuses of matching more than 3 blocks

Matching more than three blocks of the same element grant additional
value to the block used to form the match by the number of extra blocks
matched. However, covered blocks do not count when determining the value.

If a simultaneous match occurs, the blocks are used to form matches gain
value equal to (number of simultaneous matches – 1.

h2. Bonuses of matching more than 3 blocks (Variant)

Making a match of 3 blocks or more in a continuous block sequence gives
at least a boost block regardless of its orientation, which is marked with P1
for the player and P2 for the enemy. The tier and effects from the boost blocks
are as follows:

Number of continuous blocks in a match

Boost Block Tier

Boost to matches by player

Drain to matches by enemy

3

1

1

1

4

2

2

2

5

3

3

3

6

4

4

4

7

5

5

5

8

6

6

6

The direction of the blocks from the intersecting blocks determines the
direction of boost or drain at enemy. All intersecting blocks will form boost
blocks. A block which is between multiple intersecting blocks as part of the
continuous blocks has the effect duplicated to all boost block nearest to it. By
selecting it, the specific effects of the block can be viewed. Covered blocks
do not contribute to number of continuous blocks, but do not prevent continuous
block formation. Blocks used to cast spells cannot form boost blocks as well.

6. Options

The game mechanics are partly customizable through the below options:

-Adjacent match: Any three or more blocks which
are adjacent to any of themselves counted as a match

-Diagonal recognition: Diagonal matches are
allowed

-Non-matching spells: Spells can be activated
without needing to match. With this option, players select a spell before match
starts and it become the only spell usable for the players for the remainder of
the battle.

-Board pre-match: Allows the spell field at reset
having matches already

-Force matchable blocks: The random number
generator will attempt to form potential matches

-Single mode: The starting player always attacks
and the defending player always defends unless being affected by effects. In
this case, the player is granted only (starting HP/5) attacks (excluding the
ones caused by effects) to finish the enemy. The enemy wins if the player fails
to do so or the player has the HP drop to 0 before 5 attacks are done. Spells
are disabled for this option.

-Reverse mode: The starting player defends first
and the enemy attack right after the attack turn ends.

-Static mode: Turn order repeats every 8 turns
instead of getting reversed. Option not available for 1D mode.

-Bonus variant: Use the variant version of match
more than 3 bonus instead of the default one.

-Inward gravity: Instead of the blocks being
replaced, the blocks are pulled towards the shield field and blocks filling the
blanks.

-Outward gravity: Instead of the blocks being
replaced, the blocks are pulled away from the shield field and blocks filling
the blanks.

-Fixed gravity: Instead of the blocks being
replaced, the blocks are moving in a fixed random direction determined at the
start of the battle and blocks filling the blanks.

-Extended game: Both players start with 50HP.
Spells are available once between 50 to 26 HP and another between 1 to 25 HP.
If player does not activate force when HP is between 26 to 50 HP, the spell is
considered wasted even when HP is restored back into range.

-Long game: Both players start with 100HP. Spells
can be cast up to 4 times, but a cooldown period of 6 turns is imposed after a
spell was cast before the next one can be cast.

7. Alterations for other game modes

a1. 1D mode

The shield fields at the left and right sides are enabled while the
ones at top and bottom are disabled. As such, there is neither shield field
switch per 4 turns nor turn order alternation per 8 turns. Expert mode cannot
be used with this game mode.

a2. 2D quad play mode

The field is exactly the same, but the attack direction changes every
turn. After determining who gets to play first, the second player is the player
opposite to the first player, the third player to the left and the last to the
right. When attacking, the player’s first turn attack is towards the enemy
opposite to the player, the second turn towards the enemy left to the player
and the third turn towards the enemy right to the player. The cycle then
repeats for the subsequent turns.

a3/1. Tag team assault mode

Gameplay is similar to 2d quad play modes, but players play in a team
with combined HP. Team players are aligned 90 degrees with each other and turn
order becomes Team 1 player 1, Team 2 player 1, Team 1 player 2 and Team 2
player 2. Team mates do not attack each other and player’s attack alternates
between the two enemies.

a3/2. Tag team defense mode

Gameplay is similar to 2d quad play modes, but players play in a team
with combined HP. Team players are aligned opposite with each other and turn
order becomes Team 1 player 1, Team 2 player 1, Team 1 player 2 and Team 2
player 2.

a3/3. Tag team break mode

Gameplay is similar to tag team defense mode, but the goal is to reduce
own team’s HP to 0 before opponent does.

b1. Rank modes

Elements are fixed and the board length is equal to that of number of
elements in play. The rank modes are as follows:

Element

Rank 1

Rank 2

Rank 3

Rank 4

Rank 5

Rank 6

Rank 7

Rank 8

Rank 9

Exist

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b2. Standard modes

Elements are chosen randomly before battle starts and board length is
equal to number of elements in play. The possible number of elements is as follows:

Name

Number of elements

Easy

5

Medium

6

Intermediate

7

Advanced

8

Expert

9

Ultimate

10

b3. Casual modes

Elements are chosen randomly, but the board length is 1 more than
number of elements in play. The possible number of elements is as follows:

Name

Number of elements

First

4

Learner

5

Novice

6

Amateur

7

Semi-Pro

8

Professional

9

9. Thunder element behavior in 2D quad play mode

In 2D quad play mode, thunder element behaves differently
than in 2D advanced mode. When the attacking direction is to the enemy opposite
of the player, the duplicate attack will be directed to either left or right
side randomly. The similar applies with other attack directions.

10. Spells exclusive to Non-matching spell option

Name

Effect

Free Swap

Allows a block to switch places with another one. Resulting matches
have the matching block values tripled.

Align enemy’s shield away from player’s shield field as much as
possible, but the resulting damage is halved.

Burglary

Steals (number of elements/4) enemy shields right during conversion
of matches to shields, prioritizing empty spaces. Any merged shields have the
elements replaced.

Merger

Merge 2 yet to attack shields to 2 weakest attacking shields during
the end of the next attacking turn.

11. Legal

This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/. With that, as long as attribution
is given by linking back to the blog and crediting this document to Murazrai,
there shall be no restrictions of using or adapting this document, including
for commercial purposes.